/* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . */ package com.l2jserver.gameserver.skills.l2skills; import java.util.logging.Level; import java.util.logging.LogRecord; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Npc; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.templates.StatsSet; public class L2SkillDrain extends L2Skill { private static final Logger _logDamage = Logger.getLogger("damage"); private float _absorbPart; private int _absorbAbs; public L2SkillDrain(StatsSet set) { super(set); _absorbPart = set.getFloat ("absorbPart", 0.f); _absorbAbs = set.getInteger("absorbAbs", 0); } @Override public void useSkill(L2Character activeChar, L2Object[] targets) { if (activeChar.isAlikeDead()) return; boolean ss = false; boolean bss = false; for(L2Character target: (L2Character[]) targets) { if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) continue; if (activeChar != target && target.isInvul()) continue; // No effect on invulnerable chars unless they cast it themselves. L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } } // If there is no weapon equipped, check for an active summon. else if (activeChar instanceof L2Summon) { L2Summon activeSummon = (L2Summon)activeChar; if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } } boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, this)); byte shld = Formulas.calcShldUse(activeChar, target, this); int damage = (int)Formulas.calcMagicDam( activeChar, target, this, shld, ss, bss, mcrit); int _drain = 0; int _cp = (int)target.getCurrentCp(); int _hp = (int)target.getCurrentHp(); if (_cp > 0) { if (damage < _cp) _drain = 0; else _drain = damage - _cp; } else if (damage > _hp) _drain = _hp; else _drain = damage; double hpAdd = _absorbAbs + _absorbPart * _drain; double hp = ((activeChar.getCurrentHp() + hpAdd) > activeChar.getMaxHp() ? activeChar.getMaxHp() : (activeChar.getCurrentHp() + hpAdd)); activeChar.setCurrentHp(hp); StatusUpdate suhp = new StatusUpdate(activeChar); suhp.addAttribute(StatusUpdate.CUR_HP, (int)hp); activeChar.sendPacket(suhp); // Check to see if we should damage the target if (damage > 0 && (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB)) { // Manage attack or cast break of the target (calculating rate, sending message...) if (!target.isRaid() && Formulas.calcAtkBreak(target, damage)) { target.breakAttack(); target.breakCast(); } activeChar.sendDamageMessage(target, damage, mcrit, false, false); if (Config.LOG_GAME_DAMAGE && activeChar instanceof L2Playable && damage > Config.LOG_GAME_DAMAGE_THRESHOLD) { LogRecord record = new LogRecord(Level.INFO, ""); record.setParameters(new Object[]{activeChar, " did damage ", (int)damage, this, " to ", target}); record.setLoggerName("mdam"); _logDamage.log(record); } if (hasEffects() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) { // ignoring vengance-like reflections if ((Formulas.calcSkillReflect(target, this) & Formulas.SKILL_REFLECT_SUCCEED) > 0) { activeChar.stopSkillEffects(getId()); getEffects(target,activeChar); SystemMessage sm = new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(getId()); activeChar.sendPacket(sm); } else { // activate attacked effects, if any target.stopSkillEffects(getId()); if (Formulas.calcSkillSuccess(activeChar, target, this, shld, false, ss, bss)) getEffects(activeChar, target); else { SystemMessage sm = new SystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2); sm.addCharName(target); sm.addSkillName(this); activeChar.sendPacket(sm); } } } target.reduceCurrentHp(damage, activeChar, this); } // Check to see if we should do the decay right after the cast if (target.isDead() && getTargetType() == SkillTargetType.TARGET_CORPSE_MOB && target instanceof L2Npc) { ((L2Npc)target).endDecayTask(); } } //effect self :] L2Effect effect = activeChar.getFirstEffect(getId()); if (effect != null && effect.isSelfEffect()) { //Replace old effect with new one. effect.exit(); } // cast self effect if any getEffectsSelf(activeChar); } public void useCubicSkill(L2CubicInstance activeCubic, L2Object[] targets) { if (Config.DEBUG) _log.info("L2SkillDrain: useCubicSkill()"); for(L2Character target: (L2Character[]) targets) { if (target.isAlikeDead() && getTargetType() != SkillTargetType.TARGET_CORPSE_MOB) continue; boolean mcrit = Formulas.calcMCrit(activeCubic.getMCriticalHit(target, this)); byte shld = Formulas.calcShldUse(activeCubic.getOwner(), target, this); int damage = (int)Formulas.calcMagicDam(activeCubic, target, this, mcrit, shld); if (Config.DEBUG) _log.info("L2SkillDrain: useCubicSkill() -> damage = " + damage); double hpAdd = _absorbAbs + _absorbPart * damage; L2PcInstance owner = activeCubic.getOwner(); double hp = ((owner.getCurrentHp() + hpAdd) > owner.getMaxHp() ? owner.getMaxHp() : (owner.getCurrentHp() + hpAdd)); owner.setCurrentHp(hp); StatusUpdate suhp = new StatusUpdate(owner); suhp.addAttribute(StatusUpdate.CUR_HP, (int)hp); owner.sendPacket(suhp); // Check to see if we should damage the target if (damage > 0 && (!target.isDead() || getTargetType() != SkillTargetType.TARGET_CORPSE_MOB)) { target.reduceCurrentHp(damage, activeCubic.getOwner(), this); // Manage attack or cast break of the target (calculating rate, sending message...) if (!target.isRaid() && Formulas.calcAtkBreak(target, damage)){ target.breakAttack(); target.breakCast(); } owner.sendDamageMessage(target, damage, mcrit, false, false); } } } }